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{\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\b\f0\fs20 Version 16 Patch f - Revision 915:\par
\b0\par
1. German translation updated, thanks to Martin Santiago.\par
2. Grenade Fruits are visible from the start of the game.\par
3. Fungal Gin is revealed by Xenobiology.\par
4. Soil Enrichment now enables rather than reveals Fungicide.\par
5. The GNP seen on the demographics and info graphs now only includes credit and science production, no longer espionage and culture.\par
6. Two passive espionage effects added which provide a line of sight of 2 and 3 around bases.\par
7. The Great Psych Chaplain now provides +3 happy and +5 culture.\par
8. The Commando promotion now also provides +10% defensive withdrawal chance.\par
9. Sparta gains a unique Empath Guild building, which provides Swarming I to native life built in the base.\par
10. Players using the Transcendence civic can no longer win a Domination victory.\par
11. Selection sounds added for the missionaries of the four religions.\par
12. Aquaformers can't move on Ice until Doctrine:Initiative is acquired.\par
13. Siege tanks now cost 40 hammers.\par
14. Artillery is no longer immune to Bunker collateral damage. Vanguard units now have this immunity.\par
15. Rover renamed to Recon Rover.\par
16. Submarines and upgrades gain +5% attack strength versus Isles of the Deep.\par
17. The Highlander promotion has been renamed Altitude Training; now requires Defense Logistics.\par
18. Spore Launchers can do amphib attacks.\par
19. Non-members of the Council can raze cities after they've been pillaged down to size 1.\par
20. The Concordat leader gains +1 Planet in all bases.\par
\b\par
Version 16 Patch e - Revision 913:\par
\par
\b0 1. Very water heavy starting positions are discouraged.\par
2. Naval Academy can no longer be built inland.\par
3. Native Life can't be gifted to factions without excess Psi Potential.\par
4. Spore Launchers can now also pick the Flagella morphosis.\par
5. Flagella provides +75% instead of +50% defense on Coast/Shelf/Ocean.\par
6. Flagella and Amphibious Pods no longer provide a defense bonus on Trench.\par
7. Interface: improvements outside the base radius show the correct yield increase.\par
\b\par
Version 16 Patch d - Revision 911:\par
\b0\par
1. The threshold (initial and increase) for the Believer cultural golden age has been doubled.\par
2. The Believer's state religion's shrine produces +1 culture per base with the religion (when the shrine is in Believer hands of course). \par
3. The Believer combat bonus against factions which don't share its state religion has been reduced to +10%.\par
4. The Bioreactor and Atmospheric Processor now provide a Psych Chaplain slot.\par
5. Morgan gets two unique buildings: Morgan Entertainment replaces Rec Commons and provides a happiness resource of the same name. Morgan Pharmaceuticals replaces Children's Creche, provides a health resource of the same name and gives a Merchant specialist slot. Both buildings can be hurried with credits without having Nanites.\par
6. Morgan's -10% to military production has been removed.\par
7. Morgan gets double income from foreign trade routes, and +50% income from domestic trade routes. Morgan's trade partner also profits +50%.\par
8. Peace trade modifier limited to +100% instead of +150%.\par
9. Human players sharing the same state religion will gain a +50% bonus to trade routes between them.\par
10. The trade route bonus with the AI depends on the AI Attitude: +/-10% for every +/-1 attitude towards the partner.\par
11. The Chopper unity pod result has been turned into a unique result: only one can be popped.\par
12. Native Life can now spawn from unity pods.\par
13. Unity Rovers are no longer immune from bad unity pod results upon popping.\par
14. Units, with the exception of formers and aquaformers, can no longer be popped from unity pods near your Headquarters.\par
15. The Marine line of units get +25% defense vs. Isles of the Deep and Sealurks.\par
16. Removed the +1 Planet from all Headquarters.\par
17. Non-combat units can't pick the Scavenger special ability.\par
18. Interface: fixed the Believer cultural golden age string.\par
19. Interface: "corporations" show correct yield/commerce increase.\par
20. Bug fix: Unity Library gives free tech correctly in PBEMs.\par
\b\par
Version 16 Patch c - Revision 909:\par
\b0\par
1. Reskin of the Rotor unit added for the Nanometal Armour spec ab version, by LunarMongoose.\par
2. Plasma Shard Rotor spec ab version added, by Premier Valle.\par
3. The Unity Bays can only be built on an Arrival era start game.\par
4. The AI values credits more in credits-for-tech/resources deals.\par
5. Plotgroups/trade routes can run through Ice upon research of Fluid Dynamics. Plotgroups can run through Sea Fungus upon research of Psionics. So Algaculture doesn't allow your plotgroups to cover all ocean terrain regardless of covering feature anymore.\par
6. Aquaformers can move through Ice.\par
7. Improvements can be built on Ice plots with bonus resources on them.\par
8. Movies assigned: Empath Guild movie to Dawn of Planet, Cloudbase Academy to Air Force Academy.\par
\par
\b Version 16 Patch b - Revision 907:\par
\b0\par
1. Factions following their trade partner's favourite civic will provide a trade route income bonus to both factions.\par
2. Building the Concordat and the Garden of Eden for the first time changes the Flowering Counter by respectively +5 and -5. Destroying the Concordat for the first time decreases the Flowering Counter by -10. The Concordat and the Voice holy city is removed when a faction with a Planet Attitude of -1 or lower which isn't following the Voice of Planet as state religion controls the city. The holy city then gets relocated to another Planet-friendly base. If the Concordat is captured and then immediately destroyed by conquest, the conqueror gains a Great Psych Chaplain.\par
3. Occasionally a barbarian Irregular submarine with Stealth, Scavenger and/or Commando promotions will spawn, to give Biodomed, Pirate and Spartan factions plausible deniability while pirating.\par
4. Diplomacy music added for Domai.\par
5. Base screen music added for the Consciousness, Cult and Drones.\par
6. Feature fix: thermobaric missiles destroy half the fungus around their target plot.\par
7. Interface: Factions' hated civic shows on the F4 Info tab.\par
8. Interface: # of features present in your territory shows on the F9 Statistics tab.\par
\par
\b Version 16 Patch a - Revision 905:\par
\b0\par
1. Female Navy Seal by SaibotLieh used for the Spectre spec ab version of the Marine.\par
2. Drop Trooper graphics changed to the Female Sci-Fi Marine by SaibotLieh. The old graphics now serve as the Light spec ab version of the Drop Trooper.\par
3. Female Sci-Fi Spec Ops unit by SaibotLieh used as the Anti-Personnel, Guerilla and Spectre spec ab version of the Drop Trooper.\par
4. The Subsea Trunkline now provides an Engineer specialist slot.\par
5. One of the Consciousness starting techs changed from Social Psych to Renewable Energy.\par
6. The Consciousness suffer 25% less negative Planet from population, this time for real. That part of the trait wasn't working.\par
7. The Pirate Sea Colony Pod is now a military unit like all other colony pods. This means it will get a production bonus from Police State, as intended.\par
8. The Pirates can now also gain research from pillaging a base.\par
9. The Planetary Council wonder provides +100% great people points in its base.\par
10. AAA Tracking offers +50% strength versus Missile units.\par
11. The Resonadar promotion has been renamed Neural Amplifier and now requires Morale III.\par
12. The map generator function for resource quantity placement now takes into account starting era and the Expansion Factions game option.\par
13. Size of military on the demographics info tab reduced by a factor of 10.\par
14. With the goal of making espionage less of a public affair:\par
14a. The cost of gaining passive espionage effects on a target player are now dependent on the target's overall espionage points accumulated throughout the game rather than dependent on espionage spending accumulated by the target against the player who wants to gain infiltration.\par
14b. Espionage mission cost for spy against target depends on the relative overall espionage points accumulated rather than spending vs each other. This was already implemented a while ago, but not yet mentioned in patch notes.\par
14c. You can only find out how many espionage points another player has invested against you, if you gain the "see research project" passive espionage effect.\par
15. Bug fix: stealth units no longer become permanently visible after having pillaged a plot.\par
16. Bug fix to the Transcendence Concordat motion.\par
\par
\b Version 16 - Revision 903:\par
\par
\b0 1. Cult cityset added, by Lord Tirian.\par
2. New Unity Rover and Rover graphics added, by Lord Tirian.\b\par
\b0 3. Size of the Angel Expansion+ era HQ has been reduced. Thanks to GeoModder for the heads-up.\par
4. The Ice feature provides freshwater to adjacent bases. \b\par
\par
Version 15 - Revision 90x:\par
\par
\b0 1. Added short strategy text for the civics.\b\par
\par
Version 14 Patch d - Revision 901:\par
\par
\b0 1. Disabled some python callbacks as per Sephi's Speed Mod.\par
2. The Hybrid civic no longer completely removes Number of Cities maintenance. Instead Number of Cities maintenance in a base is reduced by 10% for every Fungus or Hybrid Forest feature within its radius. The health penalty is reduced to -1.\par
3. University Artillery units always heal, "march ability".\par
4. Believer Cultural Golden Age: culture is accumulated on player level and can trigger a golden age at a certain threshold.\par
5. Angel infantry units can pick the unique Spectre special ability: the unit attacks the weakest target and is given covert ops invisibility, but each Spectre counts towards the probe team limit.\par
6. Gaian Colony Pods and Probe Teams gain double movement speed on Forest and Fungus.\par
7. The Accuracy special ability has been renamed to Heavy Artillery.\par
8. Barrage I has been turned into a special ability.\par
9. The Thermobaric Missile unit can choose one of three spec abs: Barrage I, Precision or Fuel Nanocells.\par
10. Cloning Vats increase production speed of Infantry units by 10%.\par
11. In Diplomatic Victory elections each civ has one vote, Civ5-style.\par
12. Warning message added when you have a positive Psi Potential and a Spawning Spot is created on a revealed plot.\par
13. Blockade bug with Expansion factions should be fixed.\b\par
\par
Version 14 Patch c - Revision 90x:\par
\par
\b0 1. Temporarily replaced Thunderbolt model to fix crash.\par
2. Thunderbolt interception chance reduced to 75%.\par
3. The Anti-Tank special ability has been renamed U-235 Shells and has Nuclear Physics as a tech prerequisite.\b\par
\par
Version 14 Patch b - Revision 899:\par
\par
\b0 1. The Bloom morphosis now requires Psionics instead of Affinity Gene.\par
2. Building a Sea Commune now requires Pholus Mutagen instead of Centauri Ecology.\par
3. Fixed a code mistake causing only the first faction offered a seat to actually be able to join the Council.\par
4. Fixes the bugs with unity rover graphics and air units.\par
5. Feature growth boost by the Bioreactor building doubled.\b\par
\par
Version 14 - Revision 894:\par
\b0\par
1. Angel and Consciousness cityset graphics by Lord Tirian added.\par
2. Eurocopter graphics used for special ability versions of the Chopper unit.\par
3. Hydrothermal Vent graphics added, by Lord Tirian.\par
4. Methane Ice graphics added, by GeoModder.\par
5. All bonus resources now have fitting gamefont icons, thanks to Lord Tirian.\par
6. New Coastal Guard, Cargo Foil, Gun Foil, Unity Foil, Supply Trawler and Leviathan graphics added by Lord Tirian.\par
7. Different graphics for the Destroyer with AAA Tracking or Accuracy special abilities, provided by GeoModder.\par
8. Datalink descriptions added for the factions and all remaining leaders, by Lord Tirian.\par
9. Dynamic Civics and Military Advisor Screens by NeseryozniyVET added.\par
10. The AI will put diplomatic pressure on you to sign peace with their friends, thanks to Afforess.\par
11. The AI will offer you trade deals, rather than only demand, to join a war against or stop trading with a third faction, thanks to Afforess.\par
12. Defensive pacts do not cancel when a war has been declared.\par
13. You only incur a relationship penalty for refusing to join another faction's war if you have a defensive pact with that faction.\par
14. Morgan can hurry buildings with credits 10% cheaper.\par
15. White elephants: Lal can build wonders 50% faster.\par
16. Negative Planet from population decreased by 25% in Consciousness bases. This trait has been removed from the Angels.\par
17. The Gaians get two unique buildings, Lover's Tryst (Rec Commons) and Paradise Garden (Park), which provide an Empath specialist slot in addition to the usual effects.\par
18. Centauri Meditation now requires (Archeology or Social Psych) and Xenobiology.\par
19. Social Psych now requires Defense Logistics or Xenobiology.\par
20. Bio-Engineering now requires Biogenetics or Information Networks.\par
21. Polymorphic Software now requires Information Networks or Renewable Energy.\par
22. Recycling now requires Ultraponics or Biogenetics.\par
23. Unit strength adjustments: Behemoth 7, Interceptor 3, Penetrator 5, Cruiser 10, Gravship 7, Bunker III 9.\par
24. If an artillery unit directly attacks a stack defended by another artillery unit, the stack does not suffer collateral damage.\par
25. When an artillery unit is damaged, the unit will no longer be chosen as the prefered defender against other artillery.\par
26. The ECM special ability and Spore Cloud morphosis now make its unit completely immune to collateral damage. The unit can't be targeted by ranged strikes. ECM is now only available for Vanguard and Boat units.\par
27. The Deep Radar ability no longer allows one to see Deep Pressure subs on trenches.\par
28. The Deep Pressure Hull ability now allows the unit to see other Deep Pressure subs on trenches. In addition the ability provides a 25% combat bonus on Ice.\par
29. The Metabolic Boost morphosis provides the Blitz ability.\par
30. New special ability added at Monopole Magnets: Zero Point Module. Provides Blitz. Available to Artillery, Cruiser and Vanguard units.\par
31. Needlejet units can pick the Antigrav Struts special ability.\par
32. The Antigrav Struts ability no longer allows double movement speed on water and along rivers.\par
33. The Nanometal Armour and Photon Wall special abilities no longer provide a +10% combat bonus versus Vanguard units.\par
34. Protectorates cannot join in a Transcendence victory.\par
35. The Transcendence council motion and civic now require 5 less Flowering Counter: respectively 75 and 80.\par
36. The Council Member civic now only gives a trade route bonus with other Council Members rather than all foreign factions.\par
37. The Military Academy has been removed. Instead there is now an Army, Naval and Air Force Academy which provides an extra special ability slot to different unitcombattypes.\par
38. Mind Worms are now more likely to spawn randomly than Spore Launchers.\par
39. F-16 graphics and textures by asioasioasio used for special ability versions of the Interceptor.\par
40. Native life now uses original SMAC combat sounds, by Lord Tirian.\par
\par
\b Version 13 Patch m - Revision 890:\par
\b0\par
1. Various buttons by Lord Tirian added.\par
2. One of the Angels traits changed: Mobile hideouts: when an Angel base is captured, all its buildings are transferred to another Angel base.\par
\par
\b Version 13 Patch l - Revision 888:\par
\b0\par
1. The BULL mod by EmperorFool has mostly been added.\par
2. Some BUG Python screen modifications have been added.\par
3. Better AI 1.01 by jdog5000 added.\par
4. A few SMAC diplomatic blurbs have been added.\par
5. The player can change his leader title under 'Your Details', so that he's not adressed as Sister or Lady during diplomacy.\par
6. Great Generals heal units on the same plot 10% per turn.\par
7. The Religious Victory has been removed.\par
8. Clinical Immortality now provides +1 nutrient to Doctors everywhere.\par
9. The Hunter Seeker Algorithm secret project has been added, allowing Bunkers to see Probe Teams (and allowing me to use an extra SMAC movie).\par
10. The Unity Hydroponics Bay now provides fresh water on all the player's owned plots, and a free Hydro Plant in each base. The +50% terraforming speed bonus has been removed.\par
11. When an Expansion era faction is founded, the human player is given the choice to abandon his old faction and continue playing as the new one.\par
12. Conquered bases can now be pillaged over several turns, each pillage providing credits and decreasing base population by 1.\par
13. When the Cult pillages a base, the Flowering Counter is increased a little and the pillager gains some XP equal to base's population size.\par
14. The whole Air Evac thingie has been removed.\par
\par
\b Version 13 Patch k - Revision 884:\par
\par
\b0 1. New Nuclear Reactor graphics by Lord Tirian added.\par
2. Updated to Better AI 1.00, by jdog5000.\par
3. New Transcend graphics added, by SaibotLieh.\par
4. MechInf graphics for the APC-Genite and APC-Marine, by KrugerPritz.\par
5. 17 of the original SMAC movies now play during the game, provided you download the BIK movies provided by sylandro, and follow the instructions in the FAQ on where to place them.\par
6. The Chopper, Rotor and Gravship units can now pillage and blockade.\par
7. The effects of the Bioenhanced and Cyberenhanced promotions have been switched. Meaning Genites will now always heal.\par
8. Fortified units have an additional visibility range equal to half their movement points.\par
9. The Great General promotion provides +50% Experience from combat.\par
10. The Impact Trooper unit only receives a combat bonus against Plasma Throwers instead of all Infantry units.\par
11. The Scout Patrol and Flamethrower unit no longer receive a combat bonus versus Impact Troopers.\par
12. The Flamethrower unit now receives a combat bonus versus Scout Patrols.\par
13. All bases receive a Hydro Plant for free upon research of Ecological Engineering.\par
14. The Ascetic Virtues shrine increases the base's credit production by 25%.\par
15. Isles of the Deep now cost 60 minerals, Sealurks 70.\par
16. The promotions pedia page has been split up into Morphoses (native life promotions), Promotions and Special Abilities.\par
17. A seperate line of Lifecycle morphoses for the Isle of the Deep has been added. These morphoses provide +1 cargo capacity in addition to +10% strength.\par
18. A faction with a positive Planet Attitude vassalized to a faction with a negative Planet Attitude can not vote in the Concordat Council.\par
19. The "Spread the Voice of Planet" Concordat motion now requires Centauri Empathy.\par
20. Defying a Concordat resolution temporarily reduces the Planet value (instead of the happiness) of all your bases. See any resulting fungal blooms as eco-terrorism by pro-Concordat radicals.\par
21. The Affinity Gene Treatments resolution is 50% more effective.\par
22. The Flowering Counter increases a little for every Transcend Great Person born.\par
23. The Transcendence civic boosts domestic trade yield by 150%.\par
24. The Clinical Immortality secret project has been added. Its base has no unhealthiness and gains extra food from doctors.\par
25. Morgan can now build one of a choice of five different corporations in each base.\par
26. The seven "secret project" corporations have been removed or turned into a regular corporation as mentioned in the previous point.\par
27. Morgan can no longer hurry units. That ability has moved to the Data Angels. Morgan can hurry the five corporations even without Nanites.\par
28. The Consciousness can build two factional projects - the Cybercore and Cybernexus - which boost the base's yield, commerce and Great People points by +50%.\par
29. Negative Planet from population decreased by 25% in Angel bases.\par
30. Makeshift hideouts: when an Angel base less than population size 6 is captured, all base facilities are dismantled and salvaged in return for a sum of credits to the Angel energy reserves.\par
31. Nautilus Pirate Naval Yards provide +1 happiness and health while under the Non-Member civic.\par
32. Svensgaard's favourite civic now is Non-Member instead of Autarky.\par
33. A Dawn of Planet secret project has been added at Psionics. When built in a base, the Cult of Planet is founded, takes over the base and signs a permanent alliance with the builder.\par
34. If the human player builds Dawn of Planet, he can choose to abandon his faction and take control of the Cult of Planet.\par
35. The Cult of Planet automatically declares a permanent war on the player with the lowest negative Planet Attitude.\par
36. Gaian Biology Labs provide one Empath specialist slot.\par
37. The Gaians get +1 Happy from Forest and Hybrid Forest.\par
38. The Gaian Planet bonus has been reduced to +1 Planet.\par
39. Deirdre's favourite civic now is Autarky instead of Hybrid.\par
40. The "No Base Razing" game option has been reversed to "Base Razing Allowed". So the default option "Off" recommended by me, means base razing is not allowed in Planetfall.\par
41. When a Concordat member conquers a base of a non-Concordat member which is causing eco-damage, the population of the base will decrease to an extent so that no more eco-damage is caused, and refugee "Air Evac" units will be created in a nearby base of the former owner of the conquered base. Air Evac units can settle down as a Technician specialist.\par
42. If the Cult causes Air Evacs by conquering enemy bases, the Flowering Counter will increase a little.\b\par
\par
Version 13 Patch i - Revision 879:\par
\par
\b0 1. Transcendence Victory fixed, this time for real.\par
2. The Temple of Planet building now reduces the negative Planet effect of population by 25%.\par
3. The "corporation" effects of the Temple of Planet have been moved to the Brood Pit building.\b\par
\par
Version 13 Patch h - Revision 877:\par
\par
\b0 1. Transcendence Victory fixed.\b\par
\par
Version 13 Patch g - Revision 875:\par
\b0\par
1. Hydrothermal Vent pedia text by Pickly added.\par
2. Datajack and Transcend specialists provide +6 science to the Consciousness.\par
3. The Datajack unit can spend espionage points in a rival city, like the vanilla Great Spy.\par
4. 33% more Xenofungus is placed on land during map generation.\par
5. Transcendence Victory added. A new pedia page explains the details.\par
\par
\b Version 13 Patch f - Revision 873:\par
\b0\par
1. Updated Hyperian and Helian animations, and Greenhouse, Thorium and Commune graphics by Lord Tirian.\par
2. Updated building and cityset graphics by GeoModder.\par
3. Datalinks text by Pickly.\par
4. The Uranium resource has been renamed to Thorium.\par
5. Radiotrophic Fungus resource has been added. It provides +1 Planet in all bases.\par
6. Mount Planet now provides an Iridium resource.\par
7. Hydrothermal Vent has been added as a health resource.\par
8. The Rubidium resource has been removed.\par
9. The Hacker unit and specialist have been renamed to Datajack.\par
10. The Psion unit starts with the native Empath Song promotion for free.\par
11. Planetary Transit System secret project added at Superstring Theory. It creates a Dimensional Gate in every base.\par
12. The Biodomed civic now provides +1 energy to Kelp and no longer to Sea Mills and Tidal Harnesses.\par
13. Algaculture and Pressure Dome have switched positions in the tech tree. Its contents have been reshuffled.\par
14. Voting for and passing the resolution to expel Hybrids from Council sours relations with Hybrids.\par
15. Extra variety to artillery graphics added: graphics switch with certain special abilities. Thanks to White Rabbit.\par
16. 50-yearly Historian popup made more SMACish.\par
17. The military production modifier from Wealth is now correctly calculated.\par
\par
\b Version 13 Patch e - Revision 871:\par
\b0\par
1. Fixed Mount Planet and Condenser graphics by Lord Tirian.\par
2. Updated building and cityset graphics by GeoModder.\par
3. Datalinks text by Pickly.\par
4. The Armor unit has been renamed to Siege Tank.\par
5. Bugfix: fungus will no longer bloom under Bunkers.\par
6. Bugfix: Yang can only rush Genejack Factories with population now.\par
7. Bugfix: factions can be invited to the Planetary Council.\par
\par
\b Version 13 Patch d - Revision 869:\par
\b0\par
1. Free Drone cityset by Lord Tirian.\par
2. Espionage screen and spies fixed.\par
3. The Planetary Datalinks now require Cybernetics.\par
\par
\b Version 13 Patch c - Revision 867:\par
\b0\par
1. Buildings graphics update by GeoModder.\par
2. Datalinks text by Pickly.\par
3. The Hive can hurry Genejack Factories with population.\par
4. Fixed a bug introduced in the previous patch: the Planetary Council once again works properly.\par
5. Fixed a bug introduced in the previous patch: Spies are no longer visible to everyone.\par
6. Fixed a bug introduced in the previous patch: the AI will once again build terrain improvements that provide negative Planet.\par
\par
\b Version 13 Patch b - Revision 862:\par
\b0\par
1. Updated to Better AI 84, by jdog5000.\par
2. The modern female scientist model by SaibotLieh is now used for the Great Doctor.\par
3. Datalinks text by Pickly.\par
4. Lead from Behind modcomp added.\par
5. Genejack Factories cost 33% less for the Hive.\par
6. The Consciousness gains any tech acquired by at least 4 known factions.\par
7. Aki Luttinen's favourite civic is now Planned.\par
8. The Free Drones gain -10% Great People points.\par
9. Free Drone drones produce one less mineral.\par
10. Domai's favourite civic is now Wealth.\par
11. If a base revolts to the Drones, they gain a tech known by the original owner of the base.\par
12. The Pirates gain some research points when pillaging an improvement or capturing a base of a faction that has techs they don't.\par
13. The Democratic civic now removes non-state religion unhappiness. It no longer provides extra happiness to the largest bases.\par
14. The Consensus civic has been removed.\par
15. The Fundamentalist civic lets state religions provide double their usual effect. +2 instead of +1 Planet for instance.\par
16. The (Sea) Colony Pod is now considered a military unit, meaning its production cost will be affected by the Police State and Wealth civics.\par
17. The Wealth civic now provides an additional +10% building production speed, for a total of +25%.\par
18. There is no longer a diplomatic penalty between those who use the Terraformer and Hybrid civics. Rather relations will sour between those who vote for the Council motions that increase or decrease the Flowering Counter.\par
19. The Spartans and the four human SMAX factions must be, by a council motion, offered a seat on the Planetary Council before they can switch to the Member civic.\par
20. There is a limit on how many Probe Teams you can control. You can always control one, but for every additional one above that you need to have accumulated 1000 espionage points over the course of the game.\par
21. Probe Teams can see other Probe Teams.\par
22. Spies can no longer be caught for just walking in rival territory.\par
23. Psion combat strength is also affected by players' Planet Attitudes.\par
24. The Voice of Toliman secret project has been added at Personality Transcription. It increases Planet Attitude by or sets it at +1, whichever is most beneficial.\par
25. Supply Trawler units can be gained from Unity Pods. They're a naval version of Material Supplies.\par
26. The Commune and Sea Commune improvements no longer enable any resources.\par
27. Researching Information Networks creates a free Network Node in the Headquarters.\par
28. The Planetmind promotion allows units on the plot to heal +10% extra per turn.\par
29. The Longevity Vaccine provides +3 Great Doctor GP points, and provides +1 Doctor specialist slot.\par
30. The Planetary Datalinks have been turned into a wonder instead of a project. It now also provides +3 Hacker points and +1 Librarian specialist slot.\par
31. Let's just say: Upper half of the tech tree changed. See F6.\b\par
\par
Version 13 - Revision 861:\par
\b0\par
1. Datalinks text by Pickly.\par
2. There is now a visual distinction between many worked and unworked terrain improvements, by GeoModder.\par
3. The Rotor unit gains +40% attack versus the Walker unit.\par
4. The Psion unit can be transported on Isles of the Deep.\par
5. The Acolyte unit can be transported on Isles of the Deep (but as a consequence no longer on Submarines).\par
6. Feature Fix: Hive drones don't consume food.\par
7. Feature Fix: Concordat signatories gain free Great People points in each base. Amount = Flowering Counter / 20.\par
8. Feature Fix: the Telepathix Matrix removes anarchy. In addition it also reduces global war weariness by 50% and provides a global +1 Happy.\par
\par
\b Version 12 Patch l/m - Revision 859/60:\par
\b0\par
1. Datalinks text by Pickly.\par
2. German translation updated by Lord Tirian.\par
\par
\b Version 12 Patch k - Revision 857:\par
\par
\b0 1. Datalinks text by Pickly.\par
2. German translation updated by Lord Tirian.\par
3. Psion unit graphics by Lord Tirian.\par
4. Altered leaderhead diplomacy values by Pfeffersack.\par
5. Locust unit graphics by Lord Tirian.\par
6. The Map of Planet has been added, by Lord Tirian.\par
7. Psion unit added at Psionics, an upgrade for the Hyperian unit. It uses Psi combat.\par
8. The Data Angels, Nautilus Pirates, Free Drones and Consciousness will be founded somewhere on Planet when someone researches respectively Holographics, Pressure Dome, Industrial Automation and Memetics.\par
9. Rebel bases will switch to Free Drone control when the base's occupation turns have passed.\par
10. You are not allowed to attack Rebel bases unless you are at war with the previous owner.\par
11. The Peacekeepers and Drones are given a unique building for the Genejack Factory - the Hab Complex - which has the same effects except for an additional +1 Happy.\par
12. The Police State civic now increases military production by 20% rather than increase espionage by 50%.\par
13. The Power civic now increases espionage by 50% rather than reducing war weariness.\par
14. Deirdre's diplomatic attitude towards a player is now influenced by that player's Planet Attitude.\par
15. The Maritime Control Center secret project has been added: it grants +1 energy on all Coast plots.\par
16. Social Psych can lead to Holographics.\par
17. Hive infantry gains 25% strength on/vs. Fallout.\par
18. The Mount Planet landmark has been added, by Lord Tirian.\par
\b\par
Version 12 Patch j - Revision 855:\par
\par
\b0 1. Datalinks text by Pickly.\par
2. New Hovertank graphics by Lord Tirian.\par
3. New Scout Patrol graphics by asioasioasio.\par
4. Updated flag graphics by Lord Tirian.\par
5. The Hovertank now requires Needlejet instead of Psionics.\par
6. The Longevity Vaccine now requires Retroviral Engineering instead of Cloning.\par
7. The Planetary Datalinks have been added as a project. They give the builder any tech known by three other teams.\par
8. Citizens' Defense Force secret project added: gives +25% defense in all bases and +50% domestic great general points.\par
9. Telepathic Matrix secret project added: removes anarchy for switching civics or religions.\par
10. A Naval Fortress special ability for Bunkers has been added. It increases range by 2, but decreases attack strength against land terrain by 75%.\b\par
\par
Version 12 Patch i - Revision 853:\par
\b0\par
1. Morgan can hurry units for real.\par
2. The Nanoreplicator gets an Engineer specialist slot.\b\par
\par
Version 12 Patch h - Revision 853:\par
\b0\par
1. New Believer cityset, by Lord Tirian.\par
2. New Colony Pod and Sea Colony Pod graphics by Lord Tirian.\par
\par
\b Version 12 Patch g - Revision 851:\par
\b0\par
1. You can only capture other factions' bases captured by barbarians/native life if a) the population is smaller than three or b) you're at war with the previous owner.\par
2. Bases captured by native life will now gradually decrease in population. Native life will spawn in the base while there are humans left to feed on, that is, meaning if the population is higher than 1.\par
\par
\b Version 12 Patch f - Revision 849:\par
\par
\b0 1. Improved interface, by Lord Tirian.\b\par
\b0 2. German translation updated by Lord Tirian.\par
3. New Assembly Hall building graphic by unknown CivCraft guy and Lord Tirian.\par
4. New main menu by Lord Tirian.\par
5. Switching to the Member civic never causes anarchy.\par
6. The popup to switch to the Member civic now shows up as intended when the Planetary Council is built.\par
7. Vanguard units can pick the Plasma Shard special ability.\par
\b\par
Version 12 Patch d - Revision 845:\par
\par
\b0 1. Updated to Better AI 82 by jdog5000.\b\par
\b0 2. German translation updated by Lord Tirian.\par
3. New Heal button by Slvynn.\par
4. The Affinity Gene and the Pholus Mutagen have switched positions in the tech tree.\par
5. Personality Transcription is now a level 8 instead of 9 tech, enabled by the Affinity Gene or Mind-Machine Interface.\par
6. The Commune improvement is now enabled by the Transcendence tech.\par
7. The Sea Commune improvement is now enabled by the Pholus Mutagen tech.\par
8. The Planetmind promotion is now enabled by the Affinity Gene.\par
9. The native Empath Song promotion provides +25% combat strength versus other natives, rather than a general +25% psi attack bonus.\par
10. Cryogenics leads to Antimatter.\par
11. The first faction to research Pressure Dome gets a free Sea Colony Pod.\par
12. Morgan can hurry unit production with credits.\par
13. There is no longer a 50% increase in cost when hurrying production without any minerals accumumated yet.\par
14. Bases with Cloning Vats can draft units. You can draft Genites (1 pop), InVitros (2 pops), and Cyborgs (3 pops). Drafting causes one unhappy citizen for ten turns. You can only draft in unblockaded bases which are at least 50% of your culture.\par
15. Drafted units will start with normal instead of halved experience. Instead they will start with the Light special ability (provided they were eligible to get any special abilities at all). Exception: Spartan conscripts will get the usual expected # of special ability slots.\par
16. The Planned civic gives +10% nutrient instead of mineral production.\par
17. The Wealth civic now gives +15% building production speed and +1 Health.\par
18. The Free Market civic now gives +1 trade route per base and 1 happy per 10% credit slider spending.\par
19. The Knowledge civic now gives +1 science per specialist in addition to its previous effects.\b\par
\par
Version 12 Patch a - Revision 842:\par
\b0\par
1. Various new buttons by Lord Tirian.\par
2. Leader diplomacy modifiers modified by Pfeffersack.\par
3. Helion unit art by WarKirby (and Lord Tirian).\par
4. The Peacekeepers now get +50% war weariness.\par
5. Morgan loses his +20% war weariness, but gets -10% military production instead.\par
6. Gaian Flamethrower units also get the Walk with Planet and Forest Camouflage promotions.\par
7. The Walk with Planet promotion now gives +50% attack vs. Hybrid Forest. Native Life who get this promotion for free no longer have this bonus inherently.\par
8. The Gaians no longer get +1 happiness per Hybrid Forest.\par
9. The Nanites tech now enables hurrying with credits directly, instead of through a civic. However now only buildings can be hurried.\par
10. High Energy Chemistry no longer leads to Field Modulation.\par
11. Field Modulation no longer leads to Fusion Power.\par
12. Brilliance is now enabled by the Field Modulation tech.\par
13. Brilliance, Fungal Gin and Planet Pearls now provide +1 Planet instead of +1 Happiness.\par
14. The Empath Guild building no longer gives an inherent +1 Happy, but does give +1 Happy with Brilliance and Fungal Gin.\par
15. The Psi Gate building now gives +1 Happy with Monolith. Mineral cost slightly increased to 60.\par
16. Brood Pit building added at Centauri Ecology. Provides +1 Planet, reduces war weariness, increases native life production speed.\par
17. The Temple of Planet building is now enabled by the Affinity Gene, only provides +1 Planet, gives no extra Happiness with the Monolith resource, but gives +1 Science and +1 Culture to the base per Brilliance/Fungal Gin/Monolith/Planet Pearls under control.\par
18. Biomachinery now leads to Contained Ecosystems.\par
19. Cryogenics technology added. Fills the spot between Gene Splicing and Biomachinery. Enables the Bioenhancement Center, Morgan Metagenics and a new Thunderbolt air unit.\par
20. The Bioenhancement Center now costs 120 minerals, no longer provides an inherent +1 Health nor +2 XP to Infantry, but gives +1 Health from Coral Reef and the Rare DNA resources.\par
21. The Research Hospital no longer provides extra Health for the Rare DNA resources.\par
22. The Covert Ops Center building is now enabled by Neural Grafting.\par
23. The Punisment Sphere building is once again enabled by Mind-Machine Interface.\par
24. The Living Refinery building now gives extra credits (corporation-style) for owning a whole bunch of resources.\par
25. Nanoreplicator building added at the Nanites tech. Provides extra minerals for owning a variety of resources.\par
26. The Affinity Gene tech no longer gives a Transcend to the first researcher.\par
27. Antimatter Reactor and Singularity Inductor buildings removed.\par
28. The Supercollider factional project now enables Planet Buster production.\par
29. The Nuclear Reactor building now provides a 50% city maintenance reduction.\par
30. The Maintenance Bay building is now given for free to all bases upon researching Antimatter.\par
31. The Locust of Chiron unit's movement has been reduced to 3.\par
32. A Metabolic Boost promotion for Locusts and Sealurks has been added. It gives the unit one extra movement point.\par
33. The native Guerilla promotion now requires Lifecycle I.\par
34. Bloom promotion added for Spore Launchers and Isles of the Deep. When a unit with this promotion pillages a plot, Fungus is created there. Lengthier: When pillaging an improvement, which doesn't have a downgrade (eg Outpost to Farm), in another faction's territory, Xenofungus or Sea Fungus is created on the plot provided those features can grow there.\par
35. The Navigation special ability now requires Fusion Power.\par
36. The Cyborg unit starts with a free 'always heal' promotion.\par
37. The Drop Trooper unit starts with the Amphibious Pods special ability.\par
38. The Wealth civic no longer gives a bonus to trade route income. Instead it provides +1 Happiness to all bases per 10% gold slider spending. Code borrowed from Dom Pedro II's Test of Time.\par
39. The Enclosed Biosphere civic has been renamed to Biodomes.\par
40. The 'Temporary' civic category has been removed.\par
41. A 'Council' civic category has been added. Civics: 'No Member' & 'Member'. When running the Member civic no credits are gained from capturing bases. Also the Member civic gives +100% foreign trade route income. Code for that borrowed from Dom Pedro II's Test of Time. The Member civic can be chosen by everyone as soon as someone builds the Planetary Council. One must follow the Member civic to vote in the Planetary Council.\par
42. Lal's favourite civic is now 'Member'.\par
43. The Planetary Governor gains +1 trade route in all bases.\par
44. White Pines renamed to The Concordat.\par
45. Defying a resolution worsens the diplomatic relations with the players who voted Yes.\par
46. Defying a resolution only causes one unhappy citizen instead of five.\par
47. The Single Currency and Religious Victory resolutions have been removed.\par
48. New Council motion added: Expel Hybrids from Council. Enabled by Atmospherics. Cannot be defied.\par
49. New Council motion added: Release oxygen into atmosphere. Enabled by Ecological Engineering. It decreases the Flowering Counter by an amount dependent on the population size of everyone who votes 'Yes'. Cannot be defied.\par
50. The Concordat Council has been (re)added. Your votecount equals your Planet Attitude. Lal also gets double votes here.\par
51. The Free Trade resolution is now a Concordat instead of a Council motion.\par
52. Concordat added: Spread the Voice of Planet. All members gain a free Acolyte.\par
53. Concordat added: Offer Affinity Gene treatments. Enabled by the Affinity Gene tech. It increases the Flowering Counter by an amount dependent on the number of bases of everyone who votes 'Yes'. Cannot be defied.\par
54. Concordat signatories gain free Great People points in each base. Amount = Flowering Counter / 20.\par
\par
\b Version 12 - Revision 840:\par
\par
\b0 1. The Research Hospital building now provides one Scientist instead of one Doctor specialist slot.\par
2. The Research Hospital building no longer requires an Infirmary in the base.\par
3. The McDonalds secret project has been renamed to The Longevity Vaccine, and provides a resource of the same name.\par
4. The Rejuvenation Tanks building provides +1 Health with the Longevity Vaccine resource.\par
5. The Citizen specialist has been renamed to Technician.\par
6. The Recycling Tanks building has been renamed to Arcology.\par
7. The Planet Pearls resource is now enabled rather than revealed by Field Modulation.\par
8. The Degenerate Neutronium tech has been renamed to Superstring Theory.\par
9. The Dimensional Gate building is now enabled by Superstring Theory.\par
10. The Stable Neutronium tech has been renamed to Neutronium.\par
11. The Amphibious Pods special ability gives +50% strength versus naval units.\par
12. The combat strength bonus promotions for conventional units have been renamed to Morale I to IX.\par
13. The combat strength bonus promotions for native life units have been renamed to Lifecycle I to IX.\par
14. The Spartan promotion has been renamed to Commando and can be picked by Irregular units.\par
15. Forest no longer produces +1 energy with Atmospherics.\par
16. Hybrid Forest produces one less energy.\par
17. Forest Camouflage special ability (I) and promotions (II & III) added.\par
18. Gaian land units gain +50% psi defense.\par
19. Gaian Infantry and Vanguard units start with the Walk with Planet and Forest Camouflage II & III promotions.\par
20. The Walker unit starts with the Forest Camouflage III promotion.\par
21. The Walker unit gains +25% attack strength vs. Xenofungus.\b\par
\par
Version 11 Patch k - Revision 838:\par
\par
\b0 1. German translation updated by Lord Tirian.\par
2. Building buttons by Lord Tirian.\par
3. Hybrid Forests only provide +1.25 instead of +1.5 Planet.\b\par
\par
Version 11 Patch j - Revision 836:\par
\b0\par
1. New terrain, Jungle feature and Fungicide resource graphics by Lord Tirian.\par
2. Included the SHAM modcomp by DaveMcW.\par
3. Updated to Better AI 81g.\par
4. German translation updated by Lord Tirian.\par
5. The Spartans gain +100% Great General birth.\par
6. Infantry can pick the AAA Tracking special ability.\par
7. The Nerve Staplers special ability now requires Retroviral Engineering instead of MMI.\par
8. Guerilla III now gives a 15% bonus on and vs. Rocky terrain.\par
9. The Walker unit starts with Guerilla II and III.\par
10. The Cyborg unit now has strength 9.\par
11. The Acolyte unit now starts with the Walk with Planet promotion.\b\par
\par
Version 11 Patch h/i - Revision 83x:\par
\b0\par
1. German translation updated by Lord Tirian.\par
2. Bugfixes.\par
\par
\b Version 11 Patch g - Revision 831:\par
\b0\par
1. Secret project and promotion buttons by Lord Tirian.\par
2. German translation updated by Lord Tirian.\par
3. Sea Mill improvement graphic by Lord Tirian.\par
4. Lower relationship bonus from trading tech with Zakharov, by Pfeffersack.\par
5. Former texture improved, by WarKirby.\par
6. Great Dunes landmark added. Graphics by Deliverator and Lord Tirian.\par
7. Hyperian unit graphic by WarKirby.\par
8. Empath Song promotion available for the Isle of the Deep.\par
9. Hypnotic Trance promotion available for the Isle of the Deep and Sealurk.\par
10. Sea Beetles resource renamed to Coral Reef.\par
11. Resonance Cluster resource renamed to Planet Pearls.\par
12. Xenobiology now required to work plots with planet-providing resources (Monolith, The Ruins...).\par
13. Morgan can build seven unique secret projects which give a big boost to a base in some area.\par
14. Unhappy citizens can cause drone riots. Same mechanics as with food riots.\par
15. Hive Drones produce one less mineral, but eat no nutrients.\par
16. The Hive can no longer hurry production with population.\par
17. The Hive can produce Infantry and Flamethrower units at double speed. However these units have 20% less strength, and have a 50% chance to start with the Light special ability.\par
18. Hive bases now have a 50% inherent defense bonus.\par
19. Boreholes, Greenhouses and Mines in Hive territory cannot be pillaged. They're underground.\par
20. Lal gets double votes in Council.\par
21. Factions are more willing to trade tech with Zakharov, even at lower relations.\par
22. Zakharov can ignore the "no tech brokering" restrictions.\par
23. The Believers gain a 20% combat bonus against factions who don't share their state religion.\par
24. The Mass Driver, Behemoth, Destroyer and Cruiser units gain 8% bombard ability.\par
25. Aquaformers are invisible in the owner's unblockaded territory.\par
26. Added a game option which should prevent Formers from constructing Bunkers.\par
27. Some tech tree changes, especially to the space themed techs. See F6.\b\par
\par
Version 11 Patch f - Revision 827:\par
\b0\par
1. Supercollider building graphic, by asioasioasio.\par
2. Button for the Genite unit.\par
3. Fixed a typo in the XML for the Photon Wall special ability.\par
\par
\b Version 11 Patch e - Revision 825:\par
\b0\par
1. The Scavenger special ability should now only grant special abilities instead of (incorrectly) any applicable promotions the opponent had.\par
2. The Space Elevator is only buildable around the equator.\par
\b\par
Version 11 Patch d - Revision 823:\par
\b0\par
1. German translation provided by Lord Tirian.\par
2. The Ruins resource icon by Lord Tirian.\par
3. Fat Layer promotion button by Lord Tirian.\par
4. native life combat promotion buttons by Lord Tirian.\par
5. Hologram Theatre building graphic by Lord Tirian.\par
6. Solar Collector improvement graphic by Lord Tirian.\par
7. Updated to Better AI 81g.\par
8. The Cybernetic Consciousness religion has been removed.\par
9. Cultural Victory removed.\par
10. With the Pholus Mutagen tech, native life can traverse fungus at triple instead of double the normal speed.\par
11. With Personality Transciption, in addition to city-based great people point accumulation, great people points get accumulated in a shared pool on player level.\par
12. Carriers become visible for a turn if an air unit in the carrier does a strike.\par
13. Headquarters provide +1 Planet Value to the base.\par
14. The culture slider now also gives +1 Planet in each base per 10% culture spending.\par
15. Centauri Preserve secret project added, available at Environmental Economics. Increases Planet Attitude by +1.\par
16. Mag Tubes can no longer be constructed on Rocky terrain. But are available earlier at Magnetic Acceleration.\par
17. Submarines can pick the Range special abilities. (But can do less damage than Cruisers)\par
18. New Scavenger special ability allows units to gain the special abilities of defeated units.\par
19. Fat Layer promotion for the Sealurk has been added: can see invisible units and move under Icepacks.\par
20. Space Elevator factional project added. \par
21. The Chopper, Gravship, Rover and Hovertank unitcombattypes have been merged into the Cavalry unitcombattype.\par
22. The Foil and Submarine unitcombattypes have been merged into the Boat unitcombattype.\par
23. The Flamethrower, Plasma Thrower and Helion have been given their own Flamethrower unitcombattype.\par
24. Only Flamethrowers can pick the Plasma Shard special ability.\par
25. Flamethrowers can't pick the Anti-Tank and Empath Song special abilities.\par
26. Transport Foils have been renamed Cargo Foils.\par
27. Transport Cruisers have been renamed Transports.\par
28. Transports now belong to the Boat unitcombattype.\par
29. Dropships now belong to the Cavalry unitcombattype.\par
30. Planet Buster units now require Helium instead of Iridium.\par
31. Xenobiology leads to Bio-Engineering. Information Networks no longer does.\par
32. I give up. Upper half of the tech tree features many changes. Too many to list. See the F6 screen.. \par
\par
\b Version 11 Patch b - Revision 810:\par
\b0\par
1. Multiple Production modcomp by denev added.\par
2. Military Academy building graphic, by Lord Tirian.\par
3. Updated to Better AI 0.80.\par
4. Lots of new promotion buttons, by Lord Tirian.\par
5. New Planet Value icon, by Lord Tirian.\par
6. Updated Gaian cityset art, by Lord Tirian.\par
7. Ground texture graphics for bases added, by Lord Tirian.\par
8. Many technology and building buttons, by Lord Tirian.\par
9. University Scientists produce +1 science, thanks to Priv_Joker.\par
10. Morganic Merchants produce +1 credit, thanks to Priv_Joker.\par
11. Spore Cloud promotion for the Spore Launcher added: +100% vs. air & 50% collateral damage reduction.\par
12. Flagella promotion for Mind worm added: gives amphibious effects.\par
13. Miasma promotions for Spore Launcher and IoD added: gives extra collateral damage.\par
14. Swarming promotions for native life added: gives withdrawal chance.\par
15. Snow Camouflage special ability for Infantry units added: double movement and +25% strength on Polar terrain. Graphics by achilleszero and GeoModder.\par
16. The Marine Detachment special ability is now available for Choppers and Cruisers, gives +25% strength vs. Submarines, -20% strength vs. Cruisers and only has 1/3 chance to capture Cruisers.\par
17. Ships with Marine Detachment can't be captured.\par
18. The Energy Nexus building now provides +2 Influence and +1 Merchant Great People Point.\par
19. Native Life no longer requires Biology Labs to breed\par
20. Submarines no longer have the inherent ability to move through rival territory.\par
21. The Stealth special ability enables moving through rival territory.\par
22. With Doctrine : Initiative you can now research Magnetic Acceleration\par
23. Empath Guild now costs 75 minerals.\par
24. Planetary Council now costs 350 minerals.\par
\par
\b Version 11 Patch a - Revision 808:\par
\b0\par
1. Recycling Tanks building graphics, by Lord Tirian.\par
2. Retextured Research Hospital and Planetary Council building graphics, by GeoModder.\par
3. Solar Power Transmitter graphics by Lord Tirian, woodelf and GeoModder.\par
4. Native Life promotion buttons by Lord Tirian.\par
5. Planetfall Beginner's Guide added, by slugwalk.\par
6. A 'Big and Small' mapscript has been added.\par
7. Spore Launchers are now immune to collateral damage from other native life units.\par
8. Native Life no longer costs credits in maintenance. Instead one Planet per unit per turn is deducted from your Total Planet accumulated throughout the entire the game (see Planet Attitude widget).\par
9. This Total Planet value is now called Psi Potential.\par
10. Besides limiting native life capturing, the Psi Potential value now also limits native life building/training/breeding.\par
11. Fungal Towers can no longer be captured.\par
12. Probe teams can no longer move on plots with Spawning Spots.\par
13. The Cloudbase unit gains +100% Psi Defense.\par
14. Medic I and Navigation I promotions turned into special abilities.\par
15. Centauri Preserve improvement has been renamed to Commune.\par
16. AI will now found sea bases (if easily available land is drying up).\par
\par
\b Version 11 - Revision 806:\par
\par
\b0 1. Sea Borehole improvement graphics by Lord Tirian.\par
2. White Pines building graphics by Lord Tirian.\par
3. Temple of Planet building graphics by Lord Tirian.\par
4. Spawning Spot graphics by Lord Tirian.\par
5. Nutrient bonus resource graphics by Lord Tirian.\par
6. Fungus and Hybrid Forest graphics made less heavy on polygons by Lord Tirian, so that map scrolling flows smoother.\par
7. Better AI mod by jdog5000 added.\par
8. Atmospheric Processor building graphics by Lord Tirian.\par
9. Pholus Ridge landmark has been added. Graphics by Lord Tirian and Rubin.\par
10. Brilliance resource graphics, by Lord Tirian.\par
11. Kelp and Sea Fungus can no longer be planted on Trenches.\par
12. Centauri Ecology can be researched through Biofuel.\par
13. Spore Launchers require Field Modulation instead of Cloning.\par
\b\par
Version 10 Patch j - Revision 803:\par
\b0\par
1. Special ability buttons added, by Lord Tirian.\par
2. Planetfall made compatible with other languages, by Eddi. Meaning not a translation, but that the text interface won't be completely missing.\par
3. Edenist Missionary graphics by Lord Tirian.\par
4. Religion spread effects for Edenism and the Voice of Planet, by Lord Tirian.\par
5. Bases captured by Native Life can't build base facilities anymore.\par
\par
\b Version 10 Patch h - Revision 802:\par
\b0\par
1. Updared Energy Nexus and Maintenance Bay graphics by Lord Tirian.\par
2. Revised leader personalities by Pfeffersack.\par
3. Network Node building graphics by Lord Tirian.\par
4. Energy Bank building graphics by Lord Tirian.\par
5. The Bunker unit can upgrade to stronger versions with the Mass Driver and Degenerate Neutronium technologies. This time for real.\par
6. Mag Tubes will now change graphics when both Gravitonics and Atmospheric Transformation are researched.\par
7. You now can support a couple special abilities free of cost (like the base free units limit).\par
8. The Carrier unit has been removed.\par
9. A Carrier special ability, available to Cruisers and Submarines has been added. It allows the unit to carry three air units.\par
10. The Cruiser unit has been renamed Destroyer.\par
11. A Cruiser unit has been added at the Antimatter technology.\par
12. A Hunter submarine unit has been added at Silksteel Alloys. Graphics by Refar.\par
13. A Barracuda submarine unit has been added at Space Economics. Graphics by Refar.\par
14. Creator unit graphics by Lord Tirian and Deliverator.\par
\par
\b Version 10 Patch g - Revision 800:\par
\b0\par
1. Supply Pod and Material Supplies unit graphics, by Lord Tirian.\par
2. Reworked CityLSystem.xml, by GeoModder.\par
3. Unity Cryobay/Hydroponics Bay/Library building graphics, by Lord Tirian and GeoModder.\par
4. You now suffer a relations hit when running a leader's hated civic. Thanks to evertebrate, davidlallen and Pfeffersack.\par
5. Map of Planet added, by Silverr.\par
6. Windmills can't be constructed on Trenches.\par
7. Chopper units can fight inside the owner's territorial waters. Useful to counter fungal blooms encroaching on your shores.\par
8. The Rotor unit, a Chopper upgrade, available with the Kinematics tech. Graphics processed by The_Coyote, from EE2.\par
9. Bunker units can pick promotions and special abilities.\par
10. The Bunker unit now has two upgrades, available at Mass Driver and Degenerate Neutronium.\par
11. Morgan's civic aversion now is Autarky instead of Planned.\par
12. Grenade Fruits resource is now revealed by Xenobiology, but enabled by Retroviral Engineering.\par
13. Jungle now gets +1 nutrient from Environmental Economics instead of Retroviral Engineering.\par
14. Environmental Economics can now be researched through Soil Enrichment or Bio-Engineering.\par
15. Memetics can no longer be researched through Retroviral Engineering, only through Holographics or Factionalism.\par
16. Retroviral Engineering is now a level 4 tech, and requires Environmental Economics OR Industrial Automation.\par
17. Cloning requires Retroviral Engineering OR Memetics.\par
18. Doctrine: Initiative requires Pressure Dome OR Factionalism.\par
19. Units can at most move six plots by using Magtubes.\par
20. Atmospheric Transformation boosts the Mag Tube movement bonus.\par
21. Mag Tubes and Xenofungus/Hybrid Forest can't coexist, no building/planting one on the other.\par
22. Sea Beetle health resource added. Occurs on Ocean. Enabled by Retroviral Engineering.\par
23. Methane Ice health resource added. Occurs on Shelf and Polar terrain.\par
24. Bioreactor building now provides +1 health with Methane Ice.\par
25. Iridium now only occurs inside the Garland Crater.\par
26. Gravebringer unit has been removed.\par
27. The Hive can found bases on Rocky terrain without the plot turning Flat.\par
28. The Subspace Generator is now a secret project which requires six Dimensional Gates, and which gives you victory.\par
\par
\b Version 10 Patch f - Revision 798:\par
\b0\par
1. Retouched Tidal Harness, Field Lab and "land worked" graphics, by Lord Tirian.\par
2. Spartan cityset now shows a bigger variety in buildings, thanks to The_Coyote and GeoModder.\par
3. Fixed bug with hidden nationality code.\par
4. The Energy Nexus requires you to have at least six bases to be buildable.\par
\par
\b Version 10 Patch e - Revision 797:\par
\b0\par
1. Fixed bug with city artstyle.\par
2. Unity Pod now is animated with little red light.\par
\par
\b Version 10 Patch d - Revision 795:\par
\b0\par
1. Subspace Generator building graphics by Lord Tirian.\par
2. Flamethrower unit graphic now has teamcolours, thanks to Lord Tirian.\par
3. Updated Unity Pod graphics, by Lord Tirian.\par
4. Alien Artifact resource graphics, by Lord Tirian.\par
5. Landing Pod/Headquarters graphics, by Lord Tirian.\par
6. Spartan cityset graphics, by The_Coyote.\par
7. Perimeter Defense graphics now show up in sea bases, by woodelf.\par
8. The Spartan promotion now also gives +5% healing in friendly territory.\par
9. Fungus 4 plots away from a base can no longer cause a fungal bloom near that base.\par
10. Bases now use the graphics of the player with the highest culture there instead of of the owner.\par
11. The Hybrid Ecology civic and Edenism religion cannot be followed at the same time.\par
\par
\b Version 10 Patch c - Revision 793:\par
\par
\b0 1. Garland Crater landmark added. Graphics by Lord Tirian.\par
2. New Sealurk unit graphics by Lord Tirian.\par
3. Base names and Facility pedia quotes added, by Keeper_GFA.\par
4. Rare DNA resource graphics by Lord Tirian.\par
5. Cloudbase unit graphics by Lord Tirian.\par
6. The Psi Gate building graphic now has a psionic glow over it. Thanks to Lord Tirian.\par
7. Dimensional Gate building graphics by Lord Tirian.\par
8. Sea bases now have a graphic, thanks to GeoModder and woodelf.\par
9. Sea bases no longer start with a free Pressure Dome.\par
10. The Sea Colony Pod unit costs 120 minerals again.\par
11. New Trench graphics by Lord Tirian.\par
12. Trenches now appear on the coast instead of one plot into the ocean.\par
13. Submarines no longer get an inherent combat bonus on Trench terrain.\par
14. New Deep Pressure Hull Special Ability for Submarines: gives +25% on & vs. Trench, and makes the Sub invisible while on Trench.\par
15. The Subsea Trunkline facility now provides +1 mineral on Trenches instead of on all water plots.\par
16. Units can pick the 'Light' special ability, which halves the unit's maintenance cost, but removes all remaining special ability slots.\par
17. The Repair Bay special ability requires Biogenetics.\par
18. Transports no longer start with the Medic I promotion for free.\par
19. The Stealth special ability requires Magnetic Acceleration.\par
20. The Range1 special ability now requires Kinematics instead of Cybernetics.\par
21. Treaded units can now move on fungus, but they get a 50% combat penalty there.\par
22. Treaded units can't do ranged strikes while on fungus.\par
23. Bugfix: AI immobile units will use ranged strikes.\par
24. Bunkers get a +50% combat bonus versus Native Life.\par
25. Treaded units are now immune to collateral damage from Bunkers.\par
26. The Fungal Tower unit now only has a 20% interception chance, but gets a 100% combat bonus against air units, and is immune to collateral damage from them.\par
27. Building a Perimeter Defense in a base creates a Bunker unit there. If that Bunker is destroyed, the Perimeter Defense is destroyed as well.\par
28. Perimeter Defense building cost doubled to 100 minerals.\par
29. Carrier units start with one free special ability slot.\par
30. Spartan units no longer get a +10% combat bonus. Instead they get +1 first strike, +10% withdrawal chance, +5% bombard, +10% healing in neutral and enemy territory, and a 40% protection against collateral damage.\par
31. The Recycling Tanks facility now gives one Doctor specialist slot.\par
32. The Children' Creche no longer gives a Doctor slot, but now provides +1 happiness instead.\par
\b\par
Version 10 Patch b - Revision 785:\par
\par
\b0 1. New Farm->Eden improvement graphics by Lord Tirian.\par
2. Fungal Tower unit animations by Lord Tirian.\par
3. Drop Trooper unit graphics by GarretSidzaka and The_Coyote.\par
4. InVitro, Cyborg and Walker don't cause war weariness. Thanks to Priv_Joker.\par
5. Naval units can now be transported to sea and coastal bases with Psi/Dimensional Gates as well. Thanks to Priv_Joker.\par
6. Formers can be airlifted to any base. Aquaformers can be airlifted to any sea or coastal base. Thanks to Priv_Joker.\par
7. The Blink Displacer special ability allows a unit to ignore building defense (perimeter defense & tachyon field). Thanks to Priv_Joker.\par
8. Isle of the Deep can only carry Mind Worms and Spore Launchers.\par
9. The submarine unit can upgrade to the Cariier and has a cargo hold of one.\par
10. Submarines and Carriers can besides air units carry "people" such as Probe Teams.\par
11. Submarine-type units can acquire the Storage Bay special ability.\par
12. The Morganite faction gets 20% more War Weariness.\par
13. Espionage missions against University bases are 25% cheaper.\par
14. The Believer faction gains +1 mineral from the Psych Chaplain specialist.\par
15. The Believers get -1 Planet in each base.\par
16. For every 50 culture a base produces, it prevents a fungal bloom.\par
17. Under the Terraformed civic, fungus automatically gets removed at a speed of one plot per 50 culture produced faction-wide that turn.\par
18. Chopper and Gravship units can capture bases.\par
19. Greenhouses can now be constructed on Rocky Polar/Arid/Moist terrain.\par
\b\par
Version 10 - Revision 777:\par
\par
\b0 1. The Partisan unit now uses Apocalyptic Fury Road graphics by SeZereth.\par
2. Fungal Tower graphics by Lord Tirian.\par
3. The Solar Collector improvement can be built on Jungle, but no longer on other Rainy terrain.\par
\b\par
Version 9 - Revision 772:\par
\par
\b0 1. New Plasma Thrower graphics added, a combination of mechaerik, The_Coyote, SeZereth and AlazkanAssassin assets and efforts.\par
2. Leaderhead personalities modified, by Pfeffersack.\par
3. Building buttons, by Teodosio.\par
4. Factions now have a seperate list for sea base names. Thanks to Priv_Joker.\par
5. The Spore Launcher got a new texture, thanks to Lord Tirian.\par
6. New Mass Driver graphics, by The_Coyote and Deliverator.\par
7. The Artillery unit has been renamed to Behemoth, and has been given new graphics by The_Coyote and Deliverator.\par
8. The Carrier has been transformed into a combat submarine, still retaining its air unit cargo capacity. New graphics by The_Coyote and Deliverator.\par
9. The Cruiser ship is now enabled by Magnetic Acceleration.\par
10. The territory of factions you don't have open borders with isn't part of your trade network. Put in other words, if the only way to reach faction C is to move through a hostile faction B, you won't be able to trade with faction C. You can still trade resources with faction B, regardless of open border status.\par
11. Factions now have their SMAC ambience music.\par
12. Units can now switch graphics by picking certain promotions. Thanks to Kael.\par
13. Democratic politics civic now only provides +1 happiness to the largest cities.\par
14. Deep Radar promotion is now enabled by Information Networks.\par
15. Accuracy promotion is now enabled by Polymorphic Software.\par
16. AAA Tracking promotion is now enabled by Holographics;\par
17. Interstellar Gate victory now actually works.\par
\b\par
Version 8 Patch e - Revision 770:\par
\par
\b0 1. Psych Chaplain specialist no longer gives an Espionage point, but one extra Great People point instead.\par
2. The Interstellar Gate victory now requires six instead of five Subspace Generators.\par
3. Subspace Generators are produced 25% faster with control of the Manifold Nexus.\par
4. Factions are more likely to land on the biggest landmass.\par
5. The Spartans and Hive will tend to land a little further away from the group than the others.\par
6. Modified native life spawning pattern.\par
\b\par
Version 8 Patch d - Revision 767:\par
\par
\b0 1. Lots of building buttons, by Teodosio.\par
2. Plasma Thrower graphics added, by mechaerik.\par
3. New gamefont icons, by Teodosio.\par
4. Helium-3 graphic added, by Teodosio.\par
5. New Rover unit graphics added, a combination of woodelf, keldath, C.Roland and The_J assets and efforts.\par
6. Hybrid Forests contribute three times as much to the Flowering Counter as Fungus.\par
7. Hybrid Forests now provide +.50 Health, +1.50 Planet, but no inherent minerals.\par
8. The Bioreactor building lets Fungus produce +1 energy.\par
9. Alien Artifact resource now provides +1 happiness.\par
10. Jet Pack special ability has been renamed to Amphibious Pods.\par
11. Amphibious units can travel over water at six plots per turn.\par
12. Amphibious units can profit from the river movement bonus even when switching riversides.\par
13. The AI should no longer excessively value the Librarian specialist.\par
14. The Hybrid civic again gives -100% number of bases maintenance, but also gets a -2 Health penalty.\par
15. The Autarky civic again gives -100% distance maintenance.\par
16. The Consensus civic now allow you to maintain a state religion, but the state religion won't provide you extra happiness.\par
17. InVitro infantry unit added. Available with Cloning.\par
18. The Gaians no longer get +1 happy for each Forest.\par
19. The AAA Tracking special ability can now correctly be chosen.\par
20. Units which get "better Unity Pod results" now get extra credits from popping pods.\par
21. Modified native life spawning rates.\b\par
\par
Version 8 Patch c - Revision 761:\par
\par
\b0 1. Empath specialist button added, by Buster's Uncle.\par
2. Lots of building buttons, by Teodosio.\par
3. Spawning Spots can't exist adjacent to each other. This time for real.\par
4. A 'new' Research process has been added. It converts one mineral into one science beaker.\par
5. Stockpile Energy now converts one mineral into two credits. However it can only be used to pay base and unit maintenance costs.\par
6. Every special ability a unit has now increases unit maintenance costs by more or less half a credit. The exact number varies with the difficulty level.\par
7. Inflation has been removed.\par
8. The Hovertank can move across Cliffs (that is, between Ridges and Lowlands/Water).\par
\b\par
Version 8 Patch b - Revision 758:\par
\par
\b0 1. Updated Colony Pod, Unity Rover and Acolyte art, by Deon.\par
2. Creator unit graphic by Refar.\par
3. Spawning Spots can't exist adjacent to each other.\par
4. The Ocean terrain type starts the game free of fungus.\par
5. Isle of the Deep can only carry Mind Worms and Spore Launchers.\par
6. Gravship unit can't board on transports.\par
7. Shelf terrain can now extend further into the sea.\par
8. All water plots adjacent to land are now Coast, which provides one nutrient and two energy.\par
9. Coastal Guard and Unity Foil units can only move on Coast terrain.\par
\b\par
Version 8 Patch a - Revision 754:\par
\par
\b0 1. Reorganized building graphics, by GeoModder.\par
2. Psi icon added to gamefont, by Teodosio.\par
3. The Unity Reactor secret project gives +100% credits instead of acting as a government center.\par
4. Voice of Planet shrine should work correctly now.\par
5. Players can remove fungus in their vassal's territory.\par
6. Police State civic now adds free unit support equal to 75% of your population.\par
7. Enclosed Biosphere civic only increases Tidal Harness energy production by +1.\par
8. Terraforming civic increases Former speed by 75% and farm upgrade speed by 150%.\par
9. Bioreactor facility gives +1 energy to Ice.\par
10. Unity Pods can't spawn Mind Worms or IoDs anymore. Fungal Towers still possible.\par
11. Rover unit strength increased to 2; cost decreased to 25 minerals.\par
12. Sea Fungus can't naturally grow on Lakes. It can only be planted.\par
13. Pillaging makes the pillager visible for a turn. This time for real.\par
14. Water plots now also count in score and victory calculations.\par
15. Domination victory now requires control of a percentage of all owned plots, not of all map plots.\b\par
\par
Version 8 - Revision 748:\par
\par
\b0 1. Edited gamefont, by Teodosio.\par
2. Edited native life texture, by The_Coyote.\par
3. Locust of Chiron and Spore Launcher graphics, by The_Coyote.\par
4. Building graphics added, by GeoModder and JustATourist.\par
5. A 'fungal bloom' event on sea only creates a spawning spot and some units. Only the turn after Sea Fungus is created, if the spawning spot is still there. => benefit for fast reaction.\par
6. Edenism now gives +2 culture.\par
7. Sealurk starts with the 'Walk with Planet' promotion.\par
8. Marine Lab provides one extra energy.\par
9. Changed borehole yields a little. See Datalinks.\par
10. The Dropship has double movement speed on all water, including plots with features (sea fungus, ice, kelp).\par
11. Dropship doesn't gain extra speed from magtubes anymore.\par
12. Organic Fuels tech renamed to Biofuel.\par
\b\par
Version 7 Patch g - Revision 744:\par
\par
\b0 1. Algae nif graphics, by Teodosio.\par
2. Edited gamefont, by Teodosio.\par
3. Mag Tube graphics, by The_J.\par
4. Various edited building graphics by GeoModder, including the Unity Observation Bay.\par
5. Unit Away Supply Costs have been removed.\par
6. Blockading units are always visible.\par
7. Pillaging makes the pillager visible for a turn.\par
8. Submarines can pillage.\par
9. Sealurks have inherent Stealth, that is, they are invisible when at full health.\par
10. Native Life spawns due to eco-damage (negative Planet) will be immobile for a turn.\par
11. Native Life spawns due to eco-damage can only spawn on fungus. So no fungus => no spawns.\par
12. Xenobiology required to work plots with fungus.\par
13. Defense Logistics re-added as the first tech of the Terraforming theme. Enables the 'Remove Fungus' build order and the Flamethrower unit.\par
14. Flamethrower now strength 2, cost 25, +25% vs the Infantry unit.\par
15. Soil Enrichment now has Defense Logistics instead of Ultraponics as a tech prerequisite.\par
16. Social Psych now a level 2 tech. Requires Defense Logistics.\par
17. Factionalism now has Social Psych instead of Secrets of the Human Brain as a tech prerequisite.\par
18. Secrets of the Human Brain renamed to Archeology. Prereqs: Xenobiology or Doctrine: Mobility.\par
19. Alien Artifact enabled by Archeology.\par
20. Peacekeeper starting tech is now Biogenetics.\par
21. Believer starting tech is now Defense Logistics.\par
22. Voice of Planet shrine now gives +1 Planet instead of +1 Credit per base with the Voice religion.\par
23. With Centauri Hydrology, units can (in non-enemy territory) move along rivers at a speed of 2 plots per turn. 3 plots per turn with Pressure Dome.\par
24. With Centauri Hydrology, land units can (in non-blockaded team territory) walk on water at a speed of 2 plots per turn. 3 plots per turn with Pressure Dome. Can't defend while on water.\par
25. Aquaformer has flat movement costs.\par
26. Plasma Thrower gets +30% attack versus mind worm and spore launcher.\par
27. Helion gets +35% attack versus mind worm and spore launcher.\par
\b\par
Version 7 Patch f - Revision 735:\par
\par
\b0 1. The Ruins landmark has been added. Graphics by GeoModder.\par
2. Edited Gamefont.tga, by Teodosio.\par
3. Helium resource visible from the start.\par
4. Fixed crash due to perimeter defenses in barbarian bases.\par
5. Unity Observation Bay will reveal Unity pods.\par
6. 'Stealth' special ability makes Submarine invisible while at full health.\par
7. 'Deep Radar' special ability allows you to see Stealth units.\par
8. 'Hidden' promotion makes Native Life invisible in fungus.\par
9. 'Resonadar' special ability allows you to see Hidden units.\b\par
\par
Version 7 Patch e - Revision 731:\par
\par
\b0 1. Mind Worm, Isle of the Deep and Aquaformer graphics added, by The_Coyote.\par
2. Updated Gamefont, by Teodosio.\par
3. Arrival era cityset, by JustATourist, GeoModder and woodelf.\par
4. Marine Lab graphic, by GeoModder.\par
5. Coastal Guard graphic, by snafusmith.\par
6. Starting Area Generator fixed.\par
7. Unity Supplies renamed to Supply Pod.\par
8. Autarky and Hybrid civic maintenance reduction reduced to -50%.\par
9. The Construct Bunker build order also adds a Mag Tube.\par
10. Mag Tubes can't be built on Ridges (except in combination with a Bunker).\par
11. Units can move between ridge<->lowland/water if there is a friendly bunker or base in the source or destination plot.\par
12. Dropship is now a naval unit, gets two movement points, ignores terrain/feature movement cost and gets double moves over water.\par
13. Unity Rover starts with a couple free promotions, providing in total +40% strength. Unity Rover strength reduced to 1.\b\par
\b0 14. Hidden Nationality units can only attack or be attacked by players whom the unit does not share open borders with.\par
15. Hidden Nationality promotions added in two varieties: "Irregular" for Submarines, "Wild" for Native Life.\par
16. Ranged Artillery combat has been added.\par
17. Edenism now gives +1 culture instead of +1 happiness. Missionary cost reduced to 40 hammers.\par
\b\par
Version 7 Patch d - Revision 725:\par
\par
\b0 1. Gamefont with new icons added, by Teodosio.\par
2. Nerve Stapler special ability now requires Mind-Machine Interface.\par
3. Fungus growth rate varies with mapsize and # of players. \b\par
\par
Version 7 Patch b/c - Revision 723:\par
\par
\b0 1. The White Pines council has been disabled until I can implement it properly.\par
2. Unity Supplies won't show worker automation buttons anymore.\par
3. Native Life now gets +50% attack versus Hybrid Forest.\par
4. Plasma Thrower only gets +25% versus Infantry combattype.\par
5. Drop Trooper reduced to strength 5.\par
6. Mobile Infantry unit added. Drop Trooper and Marine upgrade to this unit.\par
7. Jungle can only occur on Lowlands.\par
8. Jungle no longer causes unhealthiness.\par
9. Only Native Life can be built in bases captured by barbarian Native Life.\par
10. Can't work or found bases on blockaded plots.\par
11. The original 7 factions start in close proximity of each other, unless the Scattered Landing Pods game option is selected.\b\par
\par
Version 7 Patch a - Revision 715:\par
\par
\b0 1. Hybrid Forest mineral production is only increased by +1 with the Hybrid ecology civic.\b\par
\par
Version 7 - Revision 713:\par
\par
\b0 1. Psychic Terror promotion available for Native Life. Targets weakest unit in stack. Thanks to Kael.\par
2. Precision special ability available for Submarines. Targets weakest unit in stack.\par
3. Genejack Factory now costs 120 minerals.\par
4. Units on Highlands and Ridges are +20% stronger.\par
5. Religions give their bonus even when not the state religion.\par
6. Relgions give more varied boni. For example Voice of Planet gives a +1 Planet.\par
7. Religious "bonus facilities" removed.\par
8. Missionary and Ascetic now cost 60 minerals.\par
9. Six secret projects added: Unity CryoBay, Unity Hydroponics Bay, Unity Library, Unity Mining Laser, Unity Observation Bay & Unity Reactor.\par
10. Material Supplies can build these secret projects.\par
11. Being the first to circumnavigate the globe no longer gives +1 water movement.\par
12. Cruiser and Hovertank models fixed by The_Coyote.\par
13. Geothermal Spa and Ski Vacation resources removed.\par
14. APC special ability now correctly allows double movement on flat terrain.\par
15. Updated PlotLSystem by GeoModder.\par
16. Infantry unit added, available with Nuclear Physics.\par
17. Fission Reactor removed.\par
18. Uranium, Helium and Rubidium now provide health.\par
19. Fusion Plant renamed Nuclear Reactor. Provides +1 health with Uranium, Helium, Iridium and Rubidium.\par
20. High Pressure Containment and Quantum Mechanics techs removed.\par
21. Various unit/building tech prerequisite changes.\par
22. Maintenance Bay no longer gives an Engineer slot.\par
\b\par
Version 6 Patch f - Revision 707:\par
\b0\par
1. Maintenance Bay now provides one free Citizen specialist instead of a yield bonus.\par
2. Planet effects (free culture, native life XP) are now calculated on the player level (using the average of your cities' Planet values), instead of per city.\par
3. Units with Empath Song can now capture native lifeforms up to a certain limit, determined by your Planet attitude (see point 2).\par
4. More cityset art, by GeoModder and woodelf.\par
\par
\b Version 6 Patch e - Revision 703:\par
\par
\b0 1. Most of Solvers/Dresdens unofficial patch 0.21 copied over.\par
2. Edited Gamefont icons, by Shakiko.\par
3. AI made aware of the XML tags added so far by Planetfall (except Planet-related stuff).\b\par
\par
Version 6 Patch d - Revision 701:\par
\par
\b0 1. Ridges can't have features.\par
2. Land and immobile units can blockade.\par
3. Bases never starve due to food shortages. Instead maintenance cost increases, and unless you're running Enclosed Biosphere there is a chance for drone riots.\par
4. More tech quotes added, by Shakiko.\par
5. Genejack Factories now let Drones produce three minerals.\par
6. Former ignores terrain movement cost and can move across cliffs (lowland<->ridge).\par
7. Reworked promotion and special ability system.\par
8. Spartan units provide military happiness. No civic needed.\par
9. Politics civics and Power value civic effects changed.\par
10. A fungal bloom can only happen on plots neighbouring fungus.\par
11. Temporary: Spore Launcher can't do ranged strikes.\par
12. Diplo music by Flouzemaker.\b\par
\par
Version 6 Patch c - Revision 698:\par
\par
\b0 1. Ships will not defend in land bases.\par
2. Improvements (such as Centauri Preserve) can affect Flowering Counter.\par
3. Helion unit added. Alternative unit name suggestions always welcome.\par
4. Native life spawning recoded. Some code adapted from FfH.\par
5. All plots within your culture are part of your plotgroup/trade network. Meaning for instance no need for roads to connect resources.\par
6. Roads removed.\par
7. Mag Tube buildable with Mass Driver.\par
8. River trade requires Centauri Hydrology.\par
9. Chopper, Gravship and Locust movement points reduced.\par
10. Buildings less likely to be destroyed on base conquest.\par
11. Chopping Forest or Jungle no longer gives any minerals.\par
12. Farms can be built under Enclosed Biosphere civic. Features no longer get a yield penalty.\par
13. Unity Rover, Rover, Hovertank and Gravship can't get bad unity pod results.\b\par
\b0 14. Bad unity pod results a bit more likely.\b\par
\par
Version 6 Patch b - Revision 694:\par
\par
\b0 1. Reworked tech tree. Instead of making a long changelog, let me just say "see the F6 screen".\par
2. No Flowering Counter restriction anymore before barbarian native life can move inside borders.\par
3. Fungus/Forest only starts changing to Hybrid Forest with the Pholus Mutagen tech.\par
4. Cityset graphics progress by GeoModder and woodelf.\par
5. Sea bases start with a Pressure Dome for free.\b\par
\par
Version 6 Patch a - Revision 691:\par
\b0\par
1. Specialist interface change by AZSportsFan.\par
\f1 2. Hydro Plant provides freshwater health to its base. It no longer gives +1 health. (AZSportsFan)\par
\f0 6. All faction leaders have a hated civic which they cannot run. This time for real.\par
4. Chopper can upgrade to Hovertank.\par
5. Artillery will target other Artillery first in a stack.\par
6. Bioreactor gives +1 energy to Kelp.\par
7. Sea Windmill gives +2 energy, an additional +1 energy with Kinematics, and +2 energy on an Energy Bonus resource.\par
8. Kelp can't coexist with terrain improvements.\par
9. Hybrid Forest now gives -.50 instead of +.50 Health.\par
10. Sea Centauri Preserve fixed. Gives same effects as land-based Centauri Preserve.\par
11. Unity Foil & Transport Foil graphics by Woodelf added.\par
\b\par
Version 6 - Revision 687:\par
\par
\b0 1. Bioadaptive Resonance no longer boosts Greenhouse yield.\par
2. Tree Farm renamed to Bioreactor. It now also gives +1 energy to Greenhouse.\b\par
\par
Version 5 Patch i - Revision 685:\par
\par
\b0 Bug fixing of patch h.\b\par
\par
Version 5 Patch h - Revision 683:\b0\par
\b\par
\b0 1. "The Lord's Conclave" has been renamed to "Manifest Destiny".\par
2. Manifest Destiny is researched by Atmospheric Transformation.\par
3. Ascetic Virtues is researched by High Pressure Containment.\par
4. Great People names added, by Beaver.\par
5. Flame Thrower art by SeZereth added.\par
6. All faction leaders have a hated civic which they cannot run.\par
7. Sea Colony Pod cost now correct.\par
8. Centauri Hydrology allows Water Working.\par
9. Fungal Towers cause collateral damage.\par
10. Genejack Factory cost reduced to 90 hammers.\par
11. Monsoon Jungle cannot be chopped, only replaced by another feature.\par
12. Oil resource provides +1 happiness.\par
13. Tree Farm added as a building. It provides +1 energy to Forest and Hybrid Forest.\par
14. Tree Farm terrain improvement removed.\par
15. Centauri Preserves can't be built adjacent to each other. They increase the Flowering Counter.\par
16. Temple of Planet provides a free specialist per Centauri Preserve within the base's range.\par
17. Settlement and Eden provide +1 happiness, but give one less food than currently.\par
18. Hydro Plant provides Fresh Water health to its base. Thanks AZSportsFan.\par
19. Further cityset art progress by GeoModder.\par
20. Kelp and Mining Platform or Tidal Harness can no longer co-exist. Mining Platform now produces 2 minerals; Tidal Harness 3 energy.\par
21. Kinematics no longer boosts Sea Windmill yield.\b\par
\par
Version 5 Patch g - Revision 680:\b0\par
\par
1. Messing around with starting position creation, to create a bigger variety.\par
2. Rudimentary and probably still non-functional sea colonization AI added.\par
3. Monsoon Jungle now starts with -1 food. Health penalty reduced to -.30. Jungle next to river gets +1 food but no energy.\par
4. Land/Water Worked graphic by woodelf added.\par
5. Peak renamed Ridge.\par
6. Walker unit graphic by The Coyote added.\par
7. Two boreholes, or two Condensers, can't be built adjacent to each other. Adapted from Jeckel's code.\par
8. University base gfx layout redone by GeoModder.\par
9. Terraformers and Hybrid ecologists will tend to hate each other the higher the Flowering Counter rises.\par
10. AI units won't try to heal next to hostile ranged strike units.\par
\par
\b Version 5 Patch e - Revision 674:\b0\par
\par
1. Genejack Factory gives +2 minerals per Drone. Thanks to Kael.\par
2. Randomly spawned Native Life becomes more aggressive as the Flowering Counter rises.\par
3. Memetics renamed to Social Psych.\par
4. Armor can't move into Fungus and Hybrid Forest.\par
5. Cruiser can't move into Sea Fungus.\par
6. Dropship transport unit added. Graphics by Refar.\par
7. Peaks are now passable. However you can only move into peaks from other peaks or highlands, and vice versa. Not from water or lowlands.\par
8. Units which CanMoveImpassable, can always move into Peaks.\par
9. Terrain improvements can now affect a base's Planet value.\par
10. Bases cannot be founded on Peaks.\par
11. Robotic Mine removed.\par
\par
\b Version 5 Patch d:\par
\par
\b0 1. Fungal Towers will now spawn on water.\par
2. Greenhouse only produces +1 nutrient.\par
3. Autarky upkeep and free specialist removed.\par
4. Enclosed Biosphere civic effects changed: +1 nutrient on Flat Arid & Polar terrain, +1 free specialist, +1 energy for sea Windmill, +2 energy for Tidal Harness.\par
5. Rover and Armor provides military happiness.\par
6. Missile Launcher promotion disabled.\par
7. Biomachinery gives free Great Doctor to the first researcher.\par
8. Affinity Gene gives free Transcend to the first researcher.\par
9. Personality Transcription gives free Hacker to the first researcher.\par
\par
\b Version 5 Patch c:\par
\par
\b0 1. Upgrading Unity Supplies costs nothing.\par
2. Colony maintenance removed.\par
3. Material Supplies can settle to a Citizen specialist. AI understands this.\par
4. Plasma Thrower upgrades to Cyborg.\par
5. Cyborg and Gravebringer gets bonus against infantry, mind worms and spore launchers.\par
6. Condenser gives +2 instead of +3 nutrients.\par
7. Genejack Factory gives +2 minerals per Citizen specialist. (thanks to Impaler[WrG] & EmperorFool)\par
8. "Highlander" promotion added.\par
9. Rudimentary Aquaformer AI added.\b\par
\par
Version 5 Patch b:\par
\par
\b0 1. Sea bases can now expand their culture radius.\par
2. Loading a save game in-game no longer causes a crash.\b\par
\par
Version 5 Patch a:\par
\b0\par
1. Fixed a crash.\par
\par
***\par
\par
Planetfall version 5 has been rebuilt from scratch. Hence there is no changelog of version 4 to version 5.\b\par
\par
***\par
\par
Version 4 Patch d (never publically released):\par
\par
\b0 1. Nutrient bonus does not appear on Trench.\par
2. Special Ability slots now disappear on picking a special ability.\par
3. Only Hybrid Ecologists can plant Hybrid Forests.\par
4. Different leader personalities, by Anon Zytose.\par
5. Trench graphics by Rubin added.\par
6. Native Life can acquire City Raider, Flanking and Guerilla promotions.\par
7. Grid Terrain Textures by Rubin added.\par
8. Borehole Cluster and Manifold Nexus landmarks added. Graphics by winddelay.\par
9. Human Genome Project added. Resembles the Great Library effect-wise.\par
10. Field Labs produce +1 nutrient with Ecological Engineering.\par
11. Provided you have copied over the SMAC voices folder to Planetfall, you'll hear an original SMAC quote upon for the first time building many base facilities.\par
12. The Nano Factory secret project added. Similar effects as the Kremlin.\par
13. Added some unused buildings for future use after tech tree review.\par
14. You can still see if F9 info graphs if Espionage is turned off.\b\par
\par
Version 4 Patch c:\par
\par
\b0 1. Kelp graphics by GarretSidzaka added.\par
2. The HomoSup bonus building gives +35% Great People points instead of +2 Infantry XP. (Let's not confuse Nietzsche with Nazism)\par
3. Unity Former removed. Serves no purpose now that Formers have no tech requirement.\par
4. Fungal Towers can appear from a Unity Pod.\par
5. Researching Stable Neutronium should now give a Leviathan.\par
6. Algae resource buttons by FK2006 added.\b\par
\b0 7. Hybrid Forest graphics by GarretSidzaka added.\par
8. Some promotions now require the Special Ability Slot #1/2 promotions, which built units can get for free from certain base facilities.\par
9. Barbarian spawned Isles of the Deep will start with a mind worm in the cargo hold.\par
\b\par
Version 4 Patch b:\par
\par
\b0 1. You now can build Condensers under the Enclosed Biosphere civic. Won't do you much good under Enclosed, but allows you to prepare for a switch out of this civic.\par
2. Accuracy promotion requires Information Networks.\par
3. Gaian starting tech changed to Biogenetics.\par
4. Peacekeeper starting tech changed to Information Networks.\par
5. University starting tech changed to Renewable Energy.\par
6. Nuclear Plants obsolete with Fusion Power.\par
7. Doctrine: Initiative renamed Doctrine: Flexibility. (I can't stop associating the word 'Initiative' with Cruisers...)\par
8. Rover upgrades to Hovertank.\par
9. Upgrading a unit costs two gold per production.\par
10. The Lord's Conclave spread factor reduced.\par
11. You can plant Kelp without destroying already present terrain improvements.\par
12. Academy re-added.\par
13. Subspace Generator victory prototype added.\par
14. Skunkworks added. More or less Civ4's Ironworks.\par
15. Terrains some resources appear on changed.\par
16. Terran Fauna and Fungicide resources added.\par
17. Guerilla and Deep Radar promotions added.\par
18. Empathy civic removed; Similar Consensus civic added.\par
19. Chopper and Gravship get +2 XP from Aerospace Complex instead of Command Center.\par
20. Command Center no longer reduces production speed of land units.\par
21. Formers and Aquaformers attacked by barbarians aren't destroyed but are temporarily turned into immobile "Damaged (Aqua)Formers".\par
22. Temporary: Great Doctor gives three food.\par
23. Temporary: Sealurk isn't invisible. Has high withdrawal chance instead.\par
24. Temporary: Subs can see other subs.\par
25. Plan B: because the unit workshop isn't working, most special abilities have also been turned into promotions.\b\par
\par
Version 4 Patch a:\par
\b0\par
1. Nuclear Plant no longer requires Uranium.\par
2. Command Center no longer gives +1 Happy with Police State.\par
3. Unit production bonus for having a certain resource reduced.\par
4. Extra yield from building greenhouses, resorts and field labs on certain resources reduced.\par
5. The Accuracy promotion does not require the Combat promotion.\par
6. Nuclear Plant gives credits, not energy.\par
7. Rec Commons, Holo Theatre and Rejuve Tanks only give +1 happiness.\par
8. Punishment Sphere gives +1 happiness.\par
9. Boreholes produce one extra mineral on rocky terrain.\par
10. Sea Windmill only gives +1 energy at start. +1 energy with Kinematics.\par
11. Wealth now gives +100% trade yield.\par
12. Homo Superior now founded by Gene Splicing.\par
13. Barbarian spore launchers on a unity pod turn into fungal towers.\par
14. Democratic civic now requires Polymorphic Software.\par
15. Planned civic now requires Neural Grafting.\par
16. Dimensional Gate bonus doubles Dimensional Gate building production.\par
17. Military Academy re-added.\par
18. Chopper chassis starts with three movement points. Increased by two with Nanominiaturization.\par
19. Native Life starts with extra XP equal to the positive Planet value of the base that builds it. Maximum starting XP this way can't exceed 10.\par
20. Native Life automatically and gradually gains XP until it reaches 10 XP.\par
21. Native Life cost increased by 50%. Needs testing of course.\par
22. Hybrid Ecology tech removed.\par
23. Gold hurrying can be done for two gold per mineral.\par
24. The Nanites tech allows gold hurrying. (Hopefully temporary) this requires switching to the Nanites civic in the 'Temporary' category.\par
25. Forts are now units similar to Final Frontier starbases.\par
26. Spore Launchers can Evolve into Fungal Towers (a build order similar to the way forts are handled)\par
27. Overseas trade route modifier removed.\par
28. Solar Power Transmitter is now a unit which automatically gives the building of same name to the base its in.\par
29. White Pines council added. Membership through running the Hybrid Ecology civic. Ideas for better name appreciated.\par
30. Prototype/test victory added: if the Flowering Counter reaches 100, and you're part of the White Pines council, you win.\par
31. Non-state religions cause -1 happiness.\par
32. Some buildings allow an extra bonus when a specific religion is present.\par
33. Some civics give extra happiness to the religious buildings mentioned in the previous point.\par
34. Coast renamed to Shelf.\par
35. Trench water terrain type added. No fitting graphics yet though.\par
36. Sea Borehole terrain improvement added.\par
37. Submarines get a 25% combat bonus in trenches.\par
38. Foils get a 10% combat bonus in shelfs.\par
39. Resources have an inherent hap/health benefit. Let's see if this improves AI performance.\par
\par
\b Version 4:\par
\par
\b0 1. Perimeter Defense and Tachyon Field give +1 culture.\par
2. Automatic morale promotions scrapped again. Can be gotten through XP. Most promotions give +10% psi strength.\par
3. Faction leaders given a favourite civic.\par
4. Can't run the Terraformed Ecology civic under the Voice of Planet religion.\par
5. Under the Hybrid Ecology civic, Biology Labs are not required to produce native life units.\par
6. Great Doctor starts with Medic I & II promotions.\par
7. Organic Fuels allows irrigation to spread.\par
8. Environmental Economics increases minerals from chopping.\par
9. Bioadaptive Resonance increases Greenhouse yield with +1 energy instead of +1 nutrient.\par
10. Police State enabled by Factionalism.\par
11. Cooperative Economy civic removed. Autarky now reduces distance maintenance and is enabled by Environmental Economics.\par
12. New Values Civic added: Empathy.\par
13. Religious victory added.\par
14. Nuclear Missile removed.\par
15. Hive starts with Ultraponics instead of Defense Logistics.\par
16. Spore Launcher and Fungal Tower now should do ranged strikes.\par
17. Two soundtracks by The_Reckoning added.\par
18. Civic buttons by Rubin added.\par
19. Choppers and gravships can't capture bases.\par
20. Chopper can't reveal map.\par
21. Ascetic Virtues religion added.\par
22. Changes to naval unit movement speed.\par
23. Navigation promotions re-added.\par
24. Aerospace Complex increases Fort yield.\par
25. Planetary Council added.\par
26. Gatling Laser now strength 4.\b\par
\b0 27. Tech tree changes\par
28. Tech costs increased.\b\par
\par
Version 3 Patch f:\par
\par
\b0 1. Upgrading costs 2 credits per mineral.\par
2. Helium gives +1 energy.\par
3. Centauri Preserve can connect Monolith resource.\par
4. Roads only give a movement bonus with Reconnaissance researched. Mass Driver increases it to 1/3. Mag Tube requires Gravitonics and Rubidium resource.\par
5. Hydro Plant gives +1 health and no longer +2 energy.\par
6. Command Center now gives +2 XP for land units but reduces military production by 10% (also for land).\par
7. Energy Nexus becomes Factional Project/National Wonder.\par
8. Native life units can be produced with nutrients (like colony pods and formers).\par
9. Units automatically gain morale promotions (disciplined, hardened...) upon levelling up, starting from level 3.\par
10. Readded some default Civ4 promotions.\par
11. Some promotions require the Combat promotion. This promotion can be gained through winning a battle, being Spartan, or building the unit in a base with a Virtual World.\par
12. Cruiser requires Naval Yard to be buildable. Naval Yard no longer gives XP, but it does give a trade route.\par
13. Changed base defense bonus through culture.\par
14. New happiness resource added: Resonance Cluster.\par
15. Iridium and Rubidium resources added.\par
16. Antimatter Reactor and Singularity Reactor base facilities added.\par
17. Planet Buster requires Antimatter Reactor and Iridium.\par
18. Fungal Tower spawns more often.\par
19. Added some unit construction sounds.\par
20. Command Nexus secret project added.\par
21. Treaded chassis now requires Industrial Base.\par
22. Missile weapons give -1 movement point to the unit.\par
23. Tech tree changes\par
24. Forest provides no energy (only a mineral) and takes somewhat less time to build.\par
25. Religions added.\par
26. Uranium/Helium/Rubidium boost some units' production speed.\par
27. Temporary: Needlejets disabled as they're causing crashes\b\par
\par
Version 3 Patch e:\par
\par
\b0 1. Roads now take 2.6 turns to build.\par
2. Monolith gives +1 energy.\par
3. Free Trade civic gives +1 science per specialist.\par
4. Doctor specialist GPP gives Great Doctor...\par
5. Some malfunctional python code fixed.\par
6. Temporary: all infantry can provide military happiness.\par
\b\par
Version 3 Patch d:\b0\par
\par
1. New gamefont.tga with nutrient/mineral/energy icons.\par
2. Extra foil movement with Nanoconstruction fixed.\par
3. Great Doctor specialists now gives +2 Nutrients, +2 Health and +1 Science.\par
4. Tech level one buildings cost decreased to 40 Minerals.\par
5. Rec Commons, Rejuvenation Tanks and Hologram Theatre now provide +2 Happy. Please suggest additional sources of happiness for Planetfall.\par
6. Nerve Staplers Special Ability added. No matter what civic you're running, it gives +1 Happy for the first unit with this special ability stationed in a base. Under Police State, each Nerve Stapler provides +1 Happy.\par
7. Under Police State, the Command Center provides +1 Happy.\par
8. Planned now gives +10% Minerals in all Bases, +25 Minerals and +35% Energy to the Headquarters.\par
9. Power becomes available with Cloning. It allows unit conscription. Though completely unprofitable right now, as you can only get Gun Infantry.\par
10. Rare Desert DNA, Brown/Cyan/Green/Red Algae, Grenade Fruits, Fungal Gin, Ski Vacation and Geothermal Spa resourced added.\par
11. Terrain/Improvement/Feature yields have been given a complete overhaul. Instead of listing the changes, I'd suggest to look at it as something entirely new. It's now closer to default Civ4 though, so it should be familiar.\par
12. Three Ecology Civics added. Unfortunately many things don't show up on the civics screen. Therefore: Fungus produces +1 mineral under Hybrid Ecology. Under Enclosed Biosphere a whole bunch of terrain improvements and features produce one less food. I'd prefer it to be "-1 food on all Flat Moist & Rainy terrain", but that's not possible currently. Also features don't produce negative health. Lastly you can't plant features, nor build farms or condensers.\par
\par
\b Version 3 Patch b:\b0\par
\par
1. Chopping Forests only provides 10 minerals.\par
2. Forest can be planted.\par
3. Gold and Silver can be connected to the trade network.\par
4. It's possible to trade over Coast and Ocean with Doctrine: Initiative and Ocean Colonization.\par
5. Fort provides 3 nutrients. Let's assume it comes coupled with a Greenhouse to survive long sieges. Build time increased to ten turns.\par
6. Archeological Dig and Genetics Lab removed. The Field Lab can now connect Monoliths, Artifacts, Rare DNA and Uranium to the trade network provided the required TechCityTrade is researched.\par
7. Planet Buster added - just a nuke with a bigger effect.\par
8. ECM, Nanometal Armour and Photon Wall special abilities added which provide a +25% combat bonus against respectively Missile, Kinetic and Beam weapons.\par
9. Silksteel Armour special ability added which heals the unit 10% per turn.\par
10. Wild native life gets a combat bonus equal to 50% of the Flowering Counter.\par
11. Flanking promotions re-added.\par
12. Unity Foil now only has two movement points and one cargo space.\par
13. Activated previously made unit models (which I didn't know yet how to do when they were made). Updated former and CP graphics.\par
14. New DLL, enabling stuff mentioned above. Haven't got a complete overview.\par
\par
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